“DO YOU KNOW WHO I AM?! I am not a joke. I am not a riddle! I am not a bird or a cat or a penguin! I'm not a scarecrow or a plant or a puppet! I am not your broken friend! I am not your regretful teacher! I am not a child's fairy tale! I am not a circus act here to amuse and frighten you! I am not another of your madmen howling at the moon! And I... I am not... I am not some rich boy playing dress-up! I am BANE !” —Bane

Powers
Kinetic Control- Amazing (50)
Kinetic Resistance ( Amazing-50)-as a reflex, any attack with kinetic energy, including falling, is reduced upon contact with James, though he can suppress this power if he wishes to use his Kinetic Absorption instead.

Kinetic Absorption – Monstrous(75) he focuses on the attack as it is coming in, James can convert the kinetic energy of an attack directly to his Health, though anything over his rank is not absorbed nor is it reduced by his resistance, as he has to let down his guard to absorb the attack, making this risky if the attack is more powerful than James anticipated.

"Don't start this. Neither of us can know where it will end. I know things about you. When you move, where you sit -- I know where you move too and who you sit with! You fight crime because I allow it. Robin breathes because I allow it. Don't confuse me as some lunatic dressed as a penguin. Just let it go, ignorance is bliss."

Voyd Portals - Unearthly (100): Voyd can open portals through some unknown dimension to transport things and herself through. She has to sense both ends the portal will appear in order to create one, but her range is usually limited by her line of sight. She has used her portals to transport people up to an airplane several thousand feet in the air but was unable to send anyone inside it because her portals are entirely stationary when opened unless 'attached' to a surface, even in midair. These can be used offensively or defensively to put a portal in front of herself to block incoming attacks.

Hyper-Dimensional Pocket - Good (10): Voyd can create and open a small dimensional pocket out of the fabric of Space where /she can store things and pull them out whenever desired. The size of this opening is 10 inches in radius.

Nexus Creation - Excellent (20): Voyd can create portals to alternate realities, however she cannot predict what is on the other side of them and isn't good at keeping them stable. She manifested this power accidentally when she came to the Epic Crossover version of Earth, and isn't likely to use the power again unless there's no other choice.

3D Spatial Sense - Unearthly (100): Voyd has perfect sense of what's around her. The range of this awareness is about one mile, but she has to focus on anything that's not in her immediate vicinity and doing so makes her lose focus on what's closer until she refocuses on something within normal line of sight.

Prediction, Combat - Remarkable (30): Voyd tends to make very good "guesses" about where a person will be next, and where attacks may be coming from. This is a weaker version of Deathstroke's combat sense AND Spider-Man's Spider Sense at the same time, overwriting her Fighting skill with this power's rank and giving her a +2CS to Dodge, but not until she's observed someone in combat for a few rounds.

Visual Limitation: Though her inter-dimensional powers would appear to have an impressive range, they appear to be dependent on her line of sight to be deployed with consistence since it took her several attempts to get Elastigirl into Evelyn's getaway aircraft; that is, literally into the vehicle's interior, fuselage and all, which Voyd could not see in plain sight - hinting that vision is a crucial factor when utilizing her powers.

Gesturing: Voyd's wormholes seem to be dependent on her hand movements in order to properly direct where these portals would manifest from place to place.

“Everybody was a baby once, Arthur. Oh, sure, maybe not today, or even yesterday. But once. Babies, chum: tiny, dimpled, fleshy mirrors of our us-ness, that we parents hurl into the future, like leathery footballs of hope. And you've got to get a good spiral on that baby, or evil will make an interception.”

Powers:

Superhuman Durability: Amazing (50) anything shy of weapons meant to damage tanks or fortified buildings will do nothing to the Tick, save probably knock him around.

Life Support: Excellent (20) - Tick can suffer the rigors of the deep sea and of space for a short time with no ill effects.

Drama Power: Unearthly (100) When the time is dramatically appropriate, he can use this rank instead of his own Strength or Endurance for anything - his powers increase with the Drama. Also see Wild Talent below.

Wild Talent: Incredible (40) - If it is dramatically appropriate for the Tick to have a certain skill, he'll have it, at least then.

Super-Leaping: Monstrous (75) He can jump several blocks with ease, but tends to limit his leaps to smaller distances to avoid falling through roofs, instead just damaging them. In a rural environment, he could probably leap, as he said of himself "A Country Mile"

Unexplainable Likeability - Fantastic (45): The Tick attracts allies far more easily than one of his mental capacity and limited charisma has any right to. This influences the minds of those neutral to somewhat favorable to the Tick, and has no effect on 'evil-doers'

Non-Sequitur: Remarkable (30) - The Tick will often say something, or yell a battle cry, or be in an entirely ridiculous costume, which can throw off his enemies.

Where did you get that? - Excellent (20): As perhaps an offshoot of his Drama power or Non-Sequitur, The Tick seems to occasionally have just the right tool for the job. Not all the time, but the more dramatically appropriate, the more likely it is.

He does have one physical weakness - his antennae are a little sensitive and if damaged can upset his sense of balance.

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